Newer
Older
Pablo Vazquez
committed
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Amaranth Toolset",
"author": "Pablo Vazquez, Bassam Kurdali, Sergey Sharybin",
CoDEmanX
committed
"blender": (2, 69, 0),
Pablo Vazquez
committed
"location": "Scene Properties > Amaranth Toolset Panel",
"description": "A collection of tools and settings to improve productivity",
"warning": "",
"wiki_url": "http://pablovazquez.org/amaranth",
"tracker_url": "",
"category": "Scene"}
import bpy
from bpy.types import Operator, AddonPreferences, Panel
Pablo Vazquez
committed
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
from bpy.props import BoolProperty
from mathutils import Vector
from bpy.app.handlers import persistent
# Preferences
class AmaranthToolsetPreferences(AddonPreferences):
bl_idname = __name__
use_frame_current = BoolProperty(
name="Current Frame Slider",
description="Set the current frame from the Specials menu in the 3D View",
default=True,
)
use_file_save_reload = BoolProperty(
name="Save & Reload File",
description="File menu > Save & Reload, or Ctrl + Shift + W",
default=True,
)
use_scene_refresh = BoolProperty(
name="Refresh Scene",
description="Specials Menu [W], or hit F5",
default=True,
)
use_timeline_extra_info = BoolProperty(
name="Timeline Extra Info",
description="Timeline Header",
default=True,
)
use_image_node_display = BoolProperty(
name="Active Image Node in Editor",
description="Display active node image in image editor",
default=True,
)
use_scene_stats = BoolProperty(
name="Extra Scene Statistics",
description="Display extra scene statistics in Info editor's header",
default=True,
)
def draw(self, context):
layout = self.layout
layout.label(
text="Here you can enable or disable specific tools, "
"in case they interfere with others or are just plain annoying")
split = layout.split(percentage=0.25)
col = split.column()
sub = col.column(align=True)
sub.label(text="3D View", icon="VIEW3D")
sub.prop(self, "use_frame_current")
sub.prop(self, "use_scene_refresh")
sub.separator()
sub.label(text="General", icon="SCENE_DATA")
sub.prop(self, "use_file_save_reload")
sub.prop(self, "use_timeline_extra_info")
sub.prop(self, "use_scene_stats")
sub.separator()
CoDEmanX
committed
sub.label(text="Nodes Editor", icon="NODETREE")
Pablo Vazquez
committed
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
sub.prop(self, "use_image_node_display")
col = split.column()
sub = col.column(align=True)
sub.label(text="")
sub.label(
text="Set the current frame from the Specials menu in the 3D View [W]")
sub.label(
text="Refresh the current Scene. Hotkey: F5 or in Specials menu [W]")
sub.separator()
sub.label(text="") # General
sub.label(
text="Quickly save and reload the current file (no warning!). "
"File menu or Ctrl+Shift+W")
sub.label(
text="SMPTE Timecode and frames left/ahead on Timeline's header")
sub.label(
text="Display extra statistics for Scenes, Cameras, and Meshlights (Cycles)")
sub.separator()
sub.label(text="") # Nodes
sub.label(
text="When selecting an Image node, display it on the Image editor "
"(if any)")
# Properties
def init_properties():
scene = bpy.types.Scene
node = bpy.types.Node
nodes_compo = bpy.types.CompositorNodeTree
scene.use_unsimplify_render = bpy.props.BoolProperty(
default=False,
name="Unsimplify Render",
description="Disable Simplify during render")
scene.simplify_status = bpy.props.BoolProperty(default=False)
node.use_matching_indices = bpy.props.BoolProperty(
default=True,
description="If disabled, display all available indices")
test_items = [
("ALL", "All Types", "", 0),
("BLUR", "Blur", "", 1),
("BOKEHBLUR", "Bokeh Blur", "", 2),
("VECBLUR", "Vector Blur", "", 3),
("DEFOCUS", "Defocus", "", 4),
("R_LAYERS", "Render Layer", "", 5)
]
nodes_compo.types = bpy.props.EnumProperty(
items=test_items, name = "Types")
nodes_compo.toggle_mute = bpy.props.BoolProperty(default=False)
node.status = bpy.props.BoolProperty(default=False)
def clear_properties():
props = (
"use_unsimplify_render",
"simplify_status",
"use_matching_indices",
"use_simplify_nodes_vector",
"status"
)
CoDEmanX
committed
Pablo Vazquez
committed
wm = bpy.context.window_manager
for p in props:
if p in wm:
del wm[p]
# FEATURE: Refresh Scene!
class SCENE_OT_refresh(Operator):
"""Refresh the current scene"""
bl_idname = "scene.refresh"
bl_label = "Refresh!"
CoDEmanX
committed
Pablo Vazquez
committed
def execute(self, context):
preferences = context.user_preferences.addons[__name__].preferences
scene = context.scene
CoDEmanX
committed
if preferences.use_scene_refresh:
Pablo Vazquez
committed
# Changing the frame is usually the best way to go
scene.frame_current = scene.frame_current
self.report({"INFO"}, "Scene Refreshed!")
CoDEmanX
committed
Pablo Vazquez
committed
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
return {'FINISHED'}
def button_refresh(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_scene_refresh:
self.layout.separator()
self.layout.operator(
SCENE_OT_refresh.bl_idname,
text="Refresh!",
icon='FILE_REFRESH')
# // FEATURE: Refresh Scene!
# FEATURE: Save & Reload
def save_reload(self, context, path):
if path:
bpy.ops.wm.save_mainfile()
self.report({'INFO'}, "Saved & Reloaded")
bpy.ops.wm.open_mainfile("EXEC_DEFAULT", filepath=path)
else:
bpy.ops.wm.save_as_mainfile("INVOKE_AREA")
class WM_OT_save_reload(Operator):
"""Save and Reload the current blend file"""
bl_idname = "wm.save_reload"
bl_label = "Save & Reload"
def execute(self, context):
path = bpy.data.filepath
save_reload(self, context, path)
return {'FINISHED'}
def button_save_reload(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_file_save_reload:
self.layout.separator()
self.layout.operator(
WM_OT_save_reload.bl_idname,
text="Save & Reload",
icon='FILE_REFRESH')
# // FEATURE: Save & Reload
# FEATURE: Current Frame
def button_frame_current(self, context):
preferences = context.user_preferences.addons[__name__].preferences
scene = context.scene
if preferences.use_frame_current:
self.layout.separator()
self.layout.prop(
scene, "frame_current",
text="Set Current Frame")
# // FEATURE: Current Frame
# FEATURE: Timeline Time + Frames Left
def label_timeline_extra_info(self, context):
preferences = context.user_preferences.addons[__name__].preferences
layout = self.layout
scene = context.scene
if preferences.use_timeline_extra_info:
row = layout.row(align=True)
# Check for preview range
frame_start = scene.frame_preview_start if scene.use_preview_range else scene.frame_start
frame_end = scene.frame_preview_end if scene.use_preview_range else scene.frame_end
CoDEmanX
committed
Pablo Vazquez
committed
row.label(text="%s / %s" % (bpy.utils.smpte_from_frame(scene.frame_current - frame_start),
bpy.utils.smpte_from_frame(frame_end - frame_start)))
if (scene.frame_current > frame_end):
row.label(text="%s Frames Ahead" % ((frame_end - scene.frame_current) * -1))
elif (scene.frame_current == frame_start):
row.label(text="Start Frame (%s left)" % (frame_end - scene.frame_current))
Pablo Vazquez
committed
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
elif (scene.frame_current == frame_end):
row.label(text="%s End Frame" % scene.frame_current)
else:
row.label(text="%s Frames Left" % (frame_end - scene.frame_current))
# // FEATURE: Timeline Time + Frames Left
# FEATURE: Directory Current Blend
class FILE_OT_directory_current_blend(Operator):
"""Go to the directory of the currently open blend file"""
bl_idname = "file.directory_current_blend"
bl_label = "Current Blend's Folder"
def execute(self, context):
bpy.ops.file.select_bookmark(dir='//')
return {'FINISHED'}
def button_directory_current_blend(self, context):
if bpy.data.filepath:
self.layout.operator(
FILE_OT_directory_current_blend.bl_idname,
text="Current Blend's Folder",
icon='APPEND_BLEND')
# // FEATURE: Directory Current Blend
# FEATURE: Libraries panel on file browser
class FILE_PT_libraries(Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'CHANNELS'
bl_label = "Libraries"
def draw(self, context):
layout = self.layout
libs = bpy.data.libraries
libslist = []
# Build the list of folders from libraries
import os
for lib in libs:
directory_name = os.path.dirname(lib.filepath)
libslist.append(directory_name)
# Remove duplicates and sort by name
libslist = set(libslist)
libslist = sorted(libslist)
# Draw the box with libs
CoDEmanX
committed
row = layout.row()
box = row.box()
CoDEmanX
committed
if libslist:
for filepath in libslist:
if filepath != '//':
split = box.split(percentage=0.85)
col = split.column()
sub = col.column(align=True)
sub.label(text=filepath)
CoDEmanX
committed
col = split.column()
sub = col.column(align=True)
props = sub.operator(
FILE_OT_directory_go_to.bl_idname,
text="", icon="BOOKMARKS")
props.filepath = filepath
else:
box.label(text='No libraries loaded')
class FILE_OT_directory_go_to(Operator):
"""Go to this library's directory"""
bl_idname = "file.directory_go_to"
bl_label = "Go To"
CoDEmanX
committed
filepath = bpy.props.StringProperty(subtype="FILE_PATH")
def execute(self, context):
bpy.ops.file.select_bookmark(dir=self.filepath)
return {'FINISHED'}
CoDEmanX
committed
Pablo Vazquez
committed
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
# FEATURE: Node Templates
class NODE_OT_AddTemplateVignette(Operator):
bl_idname = "node.template_add_vignette"
bl_label = "Add Vignette"
bl_description = "Add a vignette effect"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR' \
and space.node_tree is not None \
and space.tree_type == 'CompositorNodeTree'
# used as reference the setup scene script from master nazgul
def _setupNodes(self, context):
scene = context.scene
space = context.space_data
tree = scene.node_tree
bpy.ops.node.select_all(action='DESELECT')
ellipse = tree.nodes.new(type='CompositorNodeEllipseMask')
ellipse.width = 0.8
ellipse.height = 0.4
blur = tree.nodes.new(type='CompositorNodeBlur')
blur.use_relative = True
blur.factor_x = 30
blur.factor_y = 50
ramp = tree.nodes.new(type='CompositorNodeValToRGB')
ramp.color_ramp.interpolation = 'B_SPLINE'
ramp.color_ramp.elements[1].color = (0.6, 0.6, 0.6, 1)
overlay = tree.nodes.new(type='CompositorNodeMixRGB')
overlay.blend_type = 'OVERLAY'
overlay.inputs[0].default_value = 0.8
overlay.inputs[1].default_value = (0.5, 0.5, 0.5, 1)
tree.links.new(ellipse.outputs["Mask"],blur.inputs["Image"])
tree.links.new(blur.outputs["Image"],ramp.inputs[0])
tree.links.new(ramp.outputs["Image"],overlay.inputs[2])
if tree.nodes.active:
blur.location = tree.nodes.active.location
blur.location += Vector((330.0, -250.0))
else:
blur.location += Vector((space.cursor_location[0], space.cursor_location[1]))
ellipse.location = blur.location
ellipse.location += Vector((-300.0, 0))
ramp.location = blur.location
ramp.location += Vector((175.0, 0))
overlay.location = ramp.location
overlay.location += Vector((240.0, 275.0))
for node in {ellipse, blur, ramp, overlay}:
node.select = True
node.show_preview = False
bpy.ops.node.join()
frame = ellipse.parent
frame.label = 'Vignette'
frame.use_custom_color = True
frame.color = (0.783538, 0.0241576, 0.0802198)
CoDEmanX
committed
Pablo Vazquez
committed
overlay.parent = None
overlay.label = 'Vignette Overlay'
def execute(self, context):
self._setupNodes(context)
return {'FINISHED'}
# Node Templates Menu
class NODE_MT_amaranth_templates(bpy.types.Menu):
bl_idname = 'NODE_MT_amaranth_templates'
bl_space_type = 'NODE_EDITOR'
bl_label = "Templates"
bl_description = "List of Amaranth Templates"
def draw(self, context):
layout = self.layout
layout.operator(
NODE_OT_AddTemplateVignette.bl_idname,
text="Vignette",
icon='COLOR')
def node_templates_pulldown(self, context):
if context.space_data.tree_type == 'CompositorNodeTree':
layout = self.layout
row = layout.row(align=True)
row.scale_x = 1.3
row.menu("NODE_MT_amaranth_templates",
icon="RADIO")
Pablo Vazquez
committed
# // FEATURE: Node Templates
def node_stats(self,context):
if context.scene.node_tree:
tree_type = context.space_data.tree_type
nodes = context.scene.node_tree.nodes
nodes_total = len(nodes.keys())
nodes_selected = 0
for n in nodes:
if n.select:
nodes_selected = nodes_selected + 1
if tree_type == 'CompositorNodeTree':
layout = self.layout
row = layout.row(align=True)
row.label(text="Nodes: %s/%s" % (nodes_selected, str(nodes_total)))
# FEATURE: Simplify Compo Nodes
class NODE_PT_simplify(bpy.types.Panel):
'''Simplify Compositor Panel'''
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = 'Simplify'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR' \
and space.node_tree is not None \
and space.tree_type == 'CompositorNodeTree'
Pablo Vazquez
committed
def draw(self, context):
layout = self.layout
node_tree = context.scene.node_tree
if node_tree is not None:
layout.prop(node_tree, 'types')
layout.operator(NODE_OT_toggle_mute.bl_idname,
text="Turn On" if node_tree.toggle_mute else "Turn Off",
icon='RESTRICT_VIEW_OFF' if node_tree.toggle_mute else 'RESTRICT_VIEW_ON')
CoDEmanX
committed
Pablo Vazquez
committed
if node_tree.types == 'VECBLUR':
layout.label(text="This will also toggle the Vector pass {}".format(
"on" if node_tree.toggle_mute else "off"), icon="INFO")
class NODE_OT_toggle_mute(Operator):
""""""
bl_idname = "node.toggle_mute"
bl_label = "Toggle Mute"
def execute(self, context):
scene = context.scene
node_tree = scene.node_tree
node_type = node_tree.types
rlayers = scene.render
CoDEmanX
committed
Pablo Vazquez
committed
if not 'amaranth_pass_vector' in scene.keys():
scene['amaranth_pass_vector'] = []
CoDEmanX
committed
Pablo Vazquez
committed
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
#can't extend() the list, so make a dummy one
pass_vector = scene['amaranth_pass_vector']
if not pass_vector:
pass_vector = []
if node_tree.toggle_mute:
for node in node_tree.nodes:
if node_type == 'ALL':
node.mute = node.status
if node.type == node_type:
node.mute = node.status
if node_type == 'VECBLUR':
for layer in rlayers.layers:
if layer.name in pass_vector:
layer.use_pass_vector = True
pass_vector.remove(layer.name)
node_tree.toggle_mute = False
else:
for node in node_tree.nodes:
if node_type == 'ALL':
node.mute = True
if node.type == node_type:
node.status = node.mute
node.mute = True
if node_type == 'VECBLUR':
for layer in rlayers.layers:
if layer.use_pass_vector:
pass_vector.append(layer.name)
layer.use_pass_vector = False
pass
node_tree.toggle_mute = True
# Write back to the custom prop
pass_vector = sorted(set(pass_vector))
scene['amaranth_pass_vector'] = pass_vector
return {'FINISHED'}
CoDEmanX
committed
Pablo Vazquez
committed
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
# FEATURE: OB/MA ID panel in Node Editor
class NODE_PT_indices(bpy.types.Panel):
'''Object / Material Indices Panel'''
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = 'Object / Material Indices'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
node = context.active_node
return node and node.type == 'ID_MASK'
def draw(self, context):
layout = self.layout
objects = bpy.data.objects
materials = bpy.data.materials
node = context.active_node
show_ob_id = False
show_ma_id = False
matching_ids = False
if context.active_object:
ob_act = context.active_object
else:
ob_act = False
for ob in objects:
if ob and ob.pass_index > 0:
show_ob_id = True
for ma in materials:
if ma and ma.pass_index > 0:
show_ma_id = True
CoDEmanX
committed
row = layout.row(align=True)
Pablo Vazquez
committed
row.prop(node, 'index', text="Mask Index")
row.prop(node, 'use_matching_indices', text="Only Matching IDs")
CoDEmanX
committed
Pablo Vazquez
committed
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
layout.separator()
if not show_ob_id and not show_ma_id:
layout.label(text="No objects or materials indices so far.", icon="INFO")
if show_ob_id:
split = layout.split()
col = split.column()
col.label(text="Object Name")
split.label(text="ID Number")
row = layout.row()
for ob in objects:
icon = "OUTLINER_DATA_" + ob.type
if ob.library:
icon = "LIBRARY_DATA_DIRECT"
elif ob.is_library_indirect:
icon = "LIBRARY_DATA_INDIRECT"
if ob and node.use_matching_indices \
and ob.pass_index == node.index \
and ob.pass_index != 0:
matching_ids = True
row.label(
text="[{}]".format(ob.name)
if ob_act and ob.name == ob_act.name else ob.name,
icon=icon)
row.label(text="%s" % ob.pass_index)
row = layout.row()
elif ob and not node.use_matching_indices \
and ob.pass_index > 0:
matching_ids = True
row.label(
text="[{}]".format(ob.name)
if ob_act and ob.name == ob_act.name else ob.name,
icon=icon)
row.label(text="%s" % ob.pass_index)
row = layout.row()
if node.use_matching_indices and not matching_ids:
row.label(text="No objects with ID %s" % node.index, icon="INFO")
layout.separator()
if show_ma_id:
split = layout.split()
col = split.column()
col.label(text="Material Name")
split.label(text="ID Number")
row = layout.row()
for ma in materials:
icon = "BLANK1"
if ma.use_nodes:
icon = "NODETREE"
elif ma.library:
icon = "LIBRARY_DATA_DIRECT"
if ma.is_library_indirect:
icon = "LIBRARY_DATA_INDIRECT"
if ma and node.use_matching_indices \
and ma.pass_index == node.index \
and ma.pass_index != 0:
matching_ids = True
row.label(text="%s" % ma.name, icon=icon)
row.label(text="%s" % ma.pass_index)
row = layout.row()
elif ma and not node.use_matching_indices \
and ma.pass_index > 0:
matching_ids = True
row.label(text="%s" % ma.name, icon=icon)
row.label(text="%s" % ma.pass_index)
row = layout.row()
if node.use_matching_indices and not matching_ids:
row.label(text="No materials with ID %s" % node.index, icon="INFO")
# // FEATURE: OB/MA ID panel in Node Editor
# FEATURE: Unsimplify on render
@persistent
def unsimplify_render_pre(scene):
render = scene.render
scene.simplify_status = render.use_simplify
if scene.use_unsimplify_render:
render.use_simplify = False
@persistent
def unsimplify_render_post(scene):
render = scene.render
render.use_simplify = scene.simplify_status
def unsimplify_ui(self,context):
scene = bpy.context.scene
self.layout.prop(scene, 'use_unsimplify_render')
# //FEATURE: Unsimplify on render
# FEATURE: Extra Info Stats
def stats_scene(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_scene_stats:
scenes_count = str(len(bpy.data.scenes))
cameras_count = str(len(bpy.data.cameras))
cameras_selected = 0
meshlights = 0
meshlights_visible = 0
CoDEmanX
committed
Pablo Vazquez
committed
for ob in context.scene.objects:
if ob.material_slots:
for ma in ob.material_slots:
if ma.material:
if ma.material.node_tree:
for no in ma.material.node_tree.nodes:
if no.type == 'EMISSION':
meshlights = meshlights + 1
if ob in context.visible_objects:
meshlights_visible = meshlights_visible + 1
break
if ob in context.selected_objects:
if ob.type == 'CAMERA':
cameras_selected = cameras_selected + 1
CoDEmanX
committed
Pablo Vazquez
committed
meshlights_string = '| Meshlights:{}/{}'.format(meshlights_visible, meshlights)
CoDEmanX
committed
Pablo Vazquez
committed
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
row = self.layout.row(align=True)
row.label(text="Scenes:{} | Cameras:{}/{} {}".format(
scenes_count, cameras_selected, cameras_count,
meshlights_string if context.scene.render.engine == 'CYCLES' else ''))
# //FEATURE: Extra Info Stats
# FEATURE: Camera Bounds as Render Border
class VIEW3D_OT_render_border_camera(Operator):
"""Set camera bounds as render border"""
bl_idname = "view3d.render_border_camera"
bl_label = "Camera as Render Border"
@classmethod
def poll(cls, context):
return context.space_data.region_3d.view_perspective == 'CAMERA'
def execute(self, context):
render = context.scene.render
render.use_border = True
render.border_min_x = 0
render.border_min_y = 0
render.border_max_x = 1
render.border_max_y = 1
return {'FINISHED'}
def button_render_border_camera(self, context):
view3d = context.space_data.region_3d
CoDEmanX
committed
Pablo Vazquez
committed
if view3d.view_perspective == 'CAMERA':
layout = self.layout
layout.separator()
layout.operator(VIEW3D_OT_render_border_camera.bl_idname,
text="Camera as Render Border", icon="FULLSCREEN_ENTER")
# //FEATURE: Camera Bounds as Render Border
# FEATURE: Passepartout options on W menu
def button_camera_passepartout(self, context):
view3d = context.space_data.region_3d
cam = context.scene.camera.data
CoDEmanX
committed
Pablo Vazquez
committed
if view3d.view_perspective == 'CAMERA':
layout = self.layout
if cam.show_passepartout:
layout.prop(cam, "passepartout_alpha", text="Passepartout")
else:
layout.prop(cam, "show_passepartout")
# FEATURE: Show Only Render with Alt+Shift+Z
class VIEW3D_OT_show_only_render(Operator):
bl_idname = "view3d.show_only_render"
bl_label = "Show Only Render"
def execute(self, context):
space = bpy.context.space_data
CoDEmanX
committed
Pablo Vazquez
committed
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
if space.show_only_render:
space.show_only_render = False
else:
space.show_only_render = True
return {'FINISHED'}
# FEATURE: Display Active Image Node on Image Editor
# Made by Sergey Sharybin, tweaks from Bassam Kurdali
image_nodes = {"CompositorNodeImage",
"ShaderNodeTexImage",
"ShaderNodeTexEnvironment"}
class NODE_OT_show_active_node_image(Operator):
"""Show active image node image in the image editor"""
bl_idname = "node.show_active_node_image"
bl_label = "Show Active Node Node"
bl_options = {'UNDO'}
def execute(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_image_node_display:
if context.active_node:
active_node = context.active_node
if active_node.bl_idname in image_nodes and active_node.image:
for area in context.screen.areas:
if area.type == "IMAGE_EDITOR":
for space in area.spaces:
if space.type == "IMAGE_EDITOR":
space.image = active_node.image
break
CoDEmanX
committed
Pablo Vazquez
committed
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
return {'FINISHED'}
# // FEATURE: Display Active Image Node on Image Editor
# FEATURE: Select Meshlights
class OBJECT_OT_select_meshlights(Operator):
"""Select light emitting meshes"""
bl_idname = "object.select_meshlights"
bl_label = "Select Meshlights"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return context.scene.render.engine == 'CYCLES'
def execute(self, context):
# Deselect everything first
bpy.ops.object.select_all(action='DESELECT')
for ob in context.scene.objects:
if ob.material_slots:
for ma in ob.material_slots:
if ma.material:
if ma.material.node_tree:
for no in ma.material.node_tree.nodes:
if no.type == 'EMISSION':
ob.select = True
context.scene.objects.active = ob
if not context.selected_objects and not context.scene.objects.active:
self.report({'INFO'}, "No meshlights to select")
return {'FINISHED'}
def button_select_meshlights(self, context):
CoDEmanX
committed
Pablo Vazquez
committed
if context.scene.render.engine == 'CYCLES':
self.layout.operator('object.select_meshlights', icon="LAMP_SUN")
# // FEATURE: Select Meshlights
# FEATURE: Cycles Viewport Extra Settings
def material_cycles_settings_extra(self, context):
CoDEmanX
committed
Pablo Vazquez
committed
layout = self.layout
col = layout.column()
row = col.row(align=True)
CoDEmanX
committed
Pablo Vazquez
committed
obj = context.object
mat = context.material
if obj.type == 'MESH':
row.prop(obj, "show_transparent", text="Viewport Alpha")
row.active = obj.show_transparent
row.prop(mat, "alpha", text="Alpha")
# // FEATURE: Cycles Viewport Extra Settings
# FEATURE: Particles Material indicator
def particles_material_info(self, context):
layout = self.layout
ob = context.object
psys = context.particle_system
mats = len(ob.material_slots)
if ob.material_slots:
if psys.settings.material <= len(ob.material_slots) \
and ob.material_slots[psys.settings.material-1].name == "":
layout.label(text="No material on this slot", icon="MATSPHERE")
else:
layout.label(
text="%s" % ob.material_slots[psys.settings.material-1].name \
if psys.settings.material <= mats \
else "No material with this index{}".format( \
". Using %s" % ob.material_slots[mats-1].name \
if ob.material_slots[mats-1].name != "" else ""),
icon="MATERIAL_DATA")
# // FEATURE: Particles Material indicator
Pablo Vazquez
committed
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
# FEATURE: Mesh Symmetry Tools by Sergey Sharybin
class MESH_OT_find_asymmetric(Operator):
"""
Find asymmetric vertices
"""
bl_idname = "mesh.find_asymmetric"
bl_label = "Find Asymmetric"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
object = context.object
if object:
return object.mode == 'EDIT' and object.type == 'MESH'
return False
def execute(self, context):
threshold = 1e-6
object = context.object
bm = bmesh.from_edit_mesh(object.data)
# Deselect all the vertices
for v in bm.verts:
v.select = False
for v1 in bm.verts:
if abs(v1.co[0]) < threshold:
continue
mirror_found = False
for v2 in bm.verts:
if v1 == v2:
continue
if v1.co[0] * v2.co[0] > 0.0:
continue
mirror_coord = Vector(v2.co)
mirror_coord[0] *= -1
if (mirror_coord - v1.co).length_squared < threshold:
mirror_found = True
break
if not mirror_found:
v1.select = True
bm.select_flush_mode()
bmesh.update_edit_mesh(object.data)
return {'FINISHED'}
class MESH_OT_make_symmetric(Operator):
"""
Make symmetric
"""
bl_idname = "mesh.make_symmetric"
bl_label = "Make Symmetric"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
object = context.object
if object:
return object.mode == 'EDIT' and object.type == 'MESH'
return False
def execute(self, context):
threshold = 1e-6
object = context.object
bm = bmesh.from_edit_mesh(object.data)
for v1 in bm.verts:
if v1.co[0] < threshold:
continue
if not v1.select:
continue
closest_vert = None
closest_distance = -1
for v2 in bm.verts:
if v1 == v2:
continue
if v2.co[0] > threshold:
continue
if not v2.select:
continue
mirror_coord = Vector(v2.co)
mirror_coord[0] *= -1
distance = (mirror_coord - v1.co).length_squared
if closest_vert is None or distance < closest_distance:
closest_distance = distance
closest_vert = v2
if closest_vert:
closest_vert.select = False
closest_vert.co = Vector(v1.co)
closest_vert.co[0] *= -1
v1.select = False
for v1 in bm.verts:
if v1.select:
closest_vert = None
closest_distance = -1